Showing posts with label FPS. Show all posts
Showing posts with label FPS. Show all posts

Sunday, June 22, 2014

Wolfenstein: The New Order

If there's one thing that gaming has done to death its WW2 and particularly Nazis because... who can resist killing Nazis? They're about as close as you get to pure evil in the real world but Wolfenstein: The New Order puts a new twist on things. Your protagonist is involved in a last ditch attack to try and stop the Nazi warmachine, gets knocked out - (actually, it's the third time he's KO'd but this time he's in a coma) and wakes up in the 1960s to find that the Nazis won.

The art design of this Nazi run alternate future is genuinely impressive - mixing the futuristic tech with the retro-60s look... Everything from the big clunky robots to the space shuttle, it all seems nicely coherent... and contributes nicely to that continuous oppressive feel the game has, although the subject matter helps in that regard too. This game doesn't shy away from some of the obvious issues when it comes to the Nazis - one of the missions even takes you to a labour camp but it doesn't really out-and-out confront it either but that works for it.

In this world, the Holocaust is only one of many atrocities visited upon the world by the Nazis - who nuked America, have ongoing labour camps (that are cremating people too weak to work) and are enacting genocide against Africa - the last real place to hold against Nazi rule but that's never really thrust in your face. It's a bit like Half-Life 2 in that respect, although it lets you read full news clippings and get actual audio logs - also, cutscenes.

As far as FPS go, this is rather old school. There are sections where stealth is possible and even advisable but there are other parts where the game flat out says - here's a bunch of Nazis, gotta kill 'em. That's actually entirely fair, you're not in Splinter Cell... you're a soldier, not a ninja... but the game does reward you  for different play styles, as well as giving you successive upgrades to guns... and shockingly, NO TWO GUN LIMIT!

Speaking of shocking - regenerating health is done rather different here. It's not just getting jam on your face or the screen going grey or red or whatever - you lose a wodge of health, it's gone until you get a health pack... of course, the game follows the recent trend of having protagonists who walk through firefights getting injured in cutscenes - in one scene, you're STABBED REPEATEDLY AND LEFT FOR DEAD... but you're fine. The next time that happens (yes, really - it's as bad as getting KO'd) it kind of cripples you... for a few seconds.

So, overall - a pretty fun game. It's a wonderful treat for old skoolers. It doesn't QUITE go back to old skool gaming but it at least pays homage and really, it's just a fun FPS. Which in this age of dull and dreary ones, is sadly exceptional.

Tuesday, June 14, 2011

For over a decade, Duke Nukem Forever has been the punchline of many jokes throughout the gaming community - due in part to its unfortunate choice of name and for the rest of it, the fact it spent twelve years in development hell, repeatedly winning vapourware awards with scarcely anything to show for it didn't help... and then 3DRealms itself went tits up and everyone assume that the forever would become a literal one... but here we are and the Duke has finally returned.

One thing to note is that Starcraft 2 was in development for around the same amount of time as well and while it may seem unfair to compare an RTS and an FPS, there are certain obvious differences... Starcraft 2 FELT like it had been in development for that length of time and it felt like a game that had endlessly been tweaked and polished at every stage of production.

There was absolutely no need for Blizzard to do that, all they really needed was a game that was properly balanced for the obsessive competitive multiplayer market and they'd have coined it in... but they produced a single player game with elaborate cutscenes - a few of the typically gorgeous and amazing fully rendered CGI ones and dozens of ones that were in-game and still managed to look better than most fully rendered cutscenes in other games - which offered a variety of missions in the generally very bland world of RTSs, a few choices, plenty of laughs, an entire soundtrack JUST for the bar! Lots of little extras you could pick up, a whole entirely unnecessary mini-game of Starcraft themed shoot 'em up you could play just for laughs... and lots of character interactions that were entirely optional but all very enjoyable - not to mention a spoof of FOX news. In other words, it felt like the time take had been time well spent.

Why go on about an unrelated game of a different genre? Well, despite their comparable times in development the same cannot be said for Duke Nukem Forever. It's no secret that the development of Duke Nukem Forever was troubled and the final product clearly shows that. The word on the street is that Gearbox pretty much ended up with various bits and pieces of what 3DRealms had made in the past decade and then basically hacked them together to make the game that was just released... that certainly seems about right.

That isn't to say there's no enjoyment in the game - it immediately harkens back to the Duke Nukem 3D with Duke casually relieving himself in a urinal. It takes a while for the game to actually get going after the little opener - which turns out to be a Duke Nukem game, played by Duke (complete with snark about how it took 12 years to make, hohoho). After this, there's wandering around Duke's building which seems to comprise his penthouse, museum, a TV studio and casino... at pretty much every instance, people will gush at Duke and tell him how awesome he is and pretty much everything with a vagina will hit on you - which varies in amusement.

After that, it's straight into the action... which is... unremarkable. This isn't helped by the fact that for reasons best known to the developers, the game decided to limit itself to two weapons and replaced the health bar with a shield... oh, sorry "ego". What is with the aversion to health bars these days? Regardless, it invariably means that shooting involves you running out and then ducking for cover although the game offers you a few power-ups... beer makes you tougher (but makes the screen blurry), steroids increase the power of your melee attacks and you've got the ol' Holo-Duke to distract the enemy... given that you've got a recharging health bar and even on hard, the enemies aren't particularly challenging, these are really more novelty items. Although, the ability to execute enemies is quite useful - restoring your ego immediately.

Your ego can also be supplemented by a number of different items that you'll find around the level. These can be something as simple as looking at pictures of boobs, to bench pressing or getting a good score on Duke's own pinball machine. It's a nice touch but really, it's not that critical to pick these points up - it's just nice to have some interaction with the world... it kind of breaks up the shooter stages...

Not that the standard FPS sections really require any real break, they're pretty much dealt out in bite sized pieces. You run to area A, you fight a few waves of bad guys, you kill them all... and then you run to area B, where you fight a few waves of bad guys, kill them and move on... Rinse and repeat. About the only reason it's amusing is because of what Duke says but even then, as short as this game is you're probably going to get a bit bored of hearing about pork chop sandwiches - that or get hungry... or both.

Of course, there's more than just the mini-games there are two bits to distract from the run-of-the-mill shooter this game is. First off are the driving sections, there are actually two of them. One at the start of the game, where you're shrunken down and using an R/C car to drive around in and another where you're in a monster truck which apparently has the fuel capacity of a thimble. Again, there's nothing much to comment on here... they're pretty standard driving sections - you drive along the road until run out of gas, then fight some bad guys and then run back to your truck... It's neither good nor bad, it was simply... there.

The other notable break in the game is about a third of the way through, where Duke - despite having the ability to shrug off bullets and grenades TO THE FACE - gets KO'd (eh, happens to the best of 'em) and enters a dream sequence which has... well, no bearing on anything. It's a chance to enjoy the strippers that Duke Nukem 3D was so infamous for and play a number of mini-games (notably, air hockey and a variation of whack-a-mole) while essentially doing a fetch-quest that gets Duke out of his coma... this part is really what contributes to the whole thing feeling like some kind of Frankenstein's monster of parts, sewn together to make one uneasy whole.

Yes, it has Duke Nukem being himself and there is plenty of the kind of humour that you'd expect - including copious references to other game franchises and games... but it's more than a little ironic that Duke proclaims "power armour is for pussies", when this game seems like a late to the party Halo clone in many respects. We've got the regenerating health/shield, limited to two weapons + grenades, a very linear style of map progression, the occasional somewhat awkward driving section (Duke even gets to jump out and flip his car, just as if it was a Warthog!) and of course, jumping puzzles... oh, wait - that's really more Half-Life's bag.

It's also incredibly short... which is in some ways a blessing, given that there were a pretty limited number of weapons and enemies, which made it all feel perhaps more repetitive. One of the loading screens tips - if you get to a stage of the game that makes you die a lot, you may want to get a book because the loading time aren't fast - suggests that different weapons do more or less damage to enemies... maybe they do but given the fact more than half of your enemies are "pig cops" and they mostly carry machine guns and shotguns, expect those to be your bread and butter.

Not to mention that all bosses require you to use explosives or a turret to kill them and those are naturally on hand with infinite ammo... which makes them ridiculously easy to kill, especially as the RPG can actually lock-on... Which surely makes the purpose of a boss battle somewhat ridiculous in itself? Oh and the game also bubbles over with such imagination that you get to fight two identical bosses twice. Oh, sorry - did I say identical? Well, they're exactly the same except that instead of just bringing their health down to zero once, you have to do it more than once.

It's really hard to know who this game is aimed at. It's obviously not for anyone looking for a serious FPS game but at the same time - because even the average Halo clone has set a higher bar than this... OK, so maybe nostalgia? Well, it does have Duke in it and the humour certainly hasn't matured in the past decade... but given the fact the single player campaign is so laughably short, even by the low standards of contemporary gaming - even if you love every joke and get every reference and find it hilarious... is that really worth the price of admission? Because this game almost certainly isn't going to have a big multiplayer community and it's hard to imagine people buying the game for the multiplayer because on the PC and consoles... there are just better games you could spend your money on for a multiplayer game.

In short, there's no real reason for anyone except the most die hard fans of the Duke to even consider handing over money for this game. If it wasn't for the titular character and his jokes, this game would be so forgettable you might not even be able to remember what you were playing as you played. As it is, to say that this is an inauspicious return to gaming for Duke Nukem would be a massive understatement. Perhaps if it comes out in a budget pack with some other games you want, then maybe it would be worth considering spending some money on - but really, it's just not that good.

Friday, February 12, 2010

FEAR 2, eh? Kind of felt a lot like the original FEAR.

Slightly better looking, you can find upgrades to increase the length of your bullet time... the weapons aren't quite the same and you're facing slightly different baddies... oh and you get a few romps in powered armour suits that allow you to mow down enemies with impunity...

Otherwise, there isn't a lot to say. It's still a mix of tactical gunplay, creepy facilities and regular hallucinations that sometimes try and beat you up. The AI is still good... and this time they throw in some bastarding little wretches - well, they're just like the things in Gears of War - that sneak up and attack you... inexplicably requiring button mashing... At least it's not a TRUE quick time event.

If you played the first game... it's very similar. If you haven't... there's no real need to. Although the first one might be slightly longer and more engaging...
Bioshock was one of those strange creatures - the spiritual successor - and has now spawned its own literal successor Bioshock 2. The end of Bioshock (either one) didn't really lend itself to an obvious sequel... and the nature of the game itself - which is to say one that invested itself so heavily in a single locale - rather committed any sequels that might come to again returning to the underwater dystopia of Rapture. Naturally, that's not a bad thing per se because the atmosphere of Rapture was superb but it does mean that the game is going to be covering familiar territory.

And indeed, it does. Despite the fact you're playing as a Big Daddy - the most iconic adversary from the original game - very little has changed. Hardly anything, in fact. You still have guns and plasmids... the place is still full of crazy splicers and you do research with a "genetic camera" but other than that, it's all quite similar. The only big difference is a somewhat insubstantial one - the weapons are different. As a Big Daddy (well, Big Daddy prototype... at the start of the game, you're as weak as a kitten) you get a drill as your default weapon and a rivet gun, later collecting a Gatling gun, shotgun, remote hacking tool, rock launcher and the like. This is really the ONLY area of the game where it feels like anything substantial has been reworked.

Plasmids are almost completely unchanged, there are a few more tonics and unlike the first game, you have a common pool for them, rather than only getting X number of tonics for one type of enhancement... The enemies haven't changed a great deal. There is exactly one type of new splicer - the Brute, who is somewhere between the Incredible Hulk and Mr. Hyde from the lamentable Van Helsing film (or The League of Extraordinary Gentlemen, take your pick). They're easily the most powerful of the splicers but still some way below a Big Daddy. There is in fact a NEW Big Daddy, the Rumbler - he uses turrets and stuff... and looks kinda different and of course, there's the much touted Big Sister. They're pretty damned rare, while you have to fight a Big Daddy every time you want to get a Little Sister, Big Sisters only turn up after you've harvested or saved about three Little Sisters... so, you'll fight only a handful of them... although, they are considerably more powerful than Big Daddys, with their plasmids and agility, so that's probably for the best... and that's ALL the new enemies, all three of 'em. Oh no! There are two new versions of the Big Daddy, the Rumbler and the Alpha Series. So, four. Four new enemies.

The main change to gameplay - in fact, make that the ONLY change - is that as a Big Daddy, you can now adopt Little Sisters, after you kill their Big Daddy. So, to get more ADAM - the stuff that lets you buy fancy new plasmids to shoot fire, electricity and so on - you have your Little Sister harvest corpses... which leads to the splicers attack and naturally, you need to defend the Little Sister until she's done. In fact, if this leads to you having some deja vu - that'll be because you did this IN THE FIRST GAME. It's just that back then, it was an arbitrary task and had no reward beyond progressing in the game... so, yes innovation ladies and gentlemen!

No, you're definitely not going to be playing Bioshock 2 for revolutionary visuals or gameplay because this is very much more of the same. So, it's fair to say that if you liked the original game, then you will probably enjoy this... if not, then you won't like this. It's hard to say much more about the game - it's enjoyable enough, although even on hard with due diligence, not even Big Sisters or Big Daddys pose any real threat and regular enemies must attack en masse to be anything more than a nuisance. In fact, the game has something of an inverse difficulty curve - at the start of the game despite being a Big Daddy, you can be offed quite easily by a pair of splicers if you aren't paying attention, by the end of the game with the right plasmids (and it seems like the freeze plasmid might be a TAD overpowered when used in conjunction with a fully pimped drill) the only real challenge comes at the very end of the game when wave after wave of high level enemies are sent at you.

If one were to ignore the story, then this might as well be some extra levels for Bioshock, so few and far between are the differences. One might not necessarily see that as a bad thing, of course - Bioshock was an enjoyable game, as is this one and of course, this has the addition of multiplayer, if such things should interest you. So, if you liked Bioshock - get it and if you didn't don't bother.

Saturday, January 03, 2009

The Fallout series is... one even veteran gamers might consider old. The first game saw an outing back when the number of pixels use to define an entire character would literally not come close to what is in a modern characters little finger. That said, games back then made up for in gameplay what they lacked in graphics - the good ones, anyway.

The premise of the series is a fairly common - if far more elaborately articulated - post-apocalyptic world. The world went the way of nuclear war and everything approaching civilisation as you and I know it, went the way of the dinosaur. Certain people struggled on, in the irradiated world. Various others - lived secluded in big ol' underground bunkers - known as vaults. The first game draws its protagonist from vault 13. Fallout 3 gives us the Lonely Wanderer from Vault 101.

Your father is Liam Neeson - but that shouldn't come as a surprise... This is a Bethesda game! And they're using the Oblivion engine (that being The Elder Scrolls: Oblivion)... And, some jolly good voice actors. In fairness, he doesn't have that much more to say than Patrick Stewart did in the aforementioned... but it's nice that they put the effort in.

So, a Fallout game - naturally, circumstances precipitate your departure from the cosy vault into the rather less hospitable wastelands, this time in the Capital Wastelands... formerly Washington D.C. The post-apocalyptic feel is wonderful, from the ramshackle development of Megaton to the rather more respectable Rivet City... you're never really treated to the kind of visual diversity that you had in The Elder Scrolls but then, this is set in a world approximating our own. So, you don't get distinct designs just for the sake of it - there are differences... but they're just less striking because few of the settlements are really towns, per se.

As with TES games, you're given free reign over what you do. Which means - you can pretty much go off and explore and forget the main quest and explore the wilderness, do sidequests or just mince around to your hearts content. In fairness, the rather limited nature of the main quest - and realistically, the only thing that would stop you from doing it in an afternoon might be the fact you'd need to play for a bit to get the levels and weapons to win through - means that if you want to feel you've got your money's worth... it's probably best you do that anyway.

One of the issues with Mass Effect was... unlike previous Bioware games, you didn't just bump into sidequests in the course of following the main quest - KOTOR is a prime example... but then, it's just to be generally venerated anyway. Now, some might say that in both cases, it's more about freedom. KOTOR was limited to about a half-dozen planets which weren't huge. Mass Effect had literally dozens (excluding the sizeable mission planets) and Fallout 3 has just one big ol' map that you could spend ages combing over but then, that's something of a problem.

After a certain point you have to ask - is it really WORTH it? There are a fair number of weapon types... but one hunting rifle is much the same as another. There is about one "unique" weapon for each type of weapon which will look the same but boast slightly better clip sizes or damage... it won't set your world on fire.

Weapons leads us nicely into combat... This is (sadly) fairly straight forward TES style combat. Which is to say, if you've got ranged attacks - start shooting and if you've got melee... close to bludgeoning distance. It has ALWAYS been the weakest element of TES games but Fallout 3 manages to mitigate it with the staple of the previous two games VATS.

VATS essentially emulates turn-based combat. You have an allocation of action points - different weapons require different more or less - which you can use to target specific body parts of your enemies. These vary depending upon a number of things - your weapon, proficiency with it, its condition and so on. For those that don't care for the not-very-good FPS combat the game offers, this is a very valid alternative... To reference Mass Effect again though, this doesn't offer you fun firefights... because, it's entirely possible to just run out into the open and sit there for a few seconds, in Mass Effect all but the most heavily armoured will die outside of cover. Fallout 3 makes it easy for enemies (and the player) to run at one another. So, there's no real disadvantage to being a melee character. It makes things rather less interesting and realistic.

What is somewhat more interesting is that VATS or no, damage is area specific. Headshots do more damage, you can shoot weapons out of people's hands... impede mobility by shooting their legs. In fact, the game accomodates gory decapitations (because for some reason, a headshot results in a decapitation - mostly) or limbs falling off... or in the case of the "bloody mess" perk. A person being dismembered upon death... that would probably have been more helpful in Dead Space. You're also treated to random slomo shots - everything to the decapiation to a bullets view of the hit. Some people might get bored of it but it's got a variety of different possibilities, so it's not exactly the same thing every time - plus, the laser and plasma weapons have their own special death animations.

Shooting things isn't the only course of action though - at least in quests, during your travels you'll encounter giant critters, Raiders and Super Mutants who communicate exclusive via the medium of stabbings and shootings - many of your tasks will offer you the chance to talk problems out... for good or ill. Naturally, the options available to you are somewhat affected by your stats and demeanour... because Fallout 3 has a karma system.

It's the typical one - where ALL deeds (good and evil) are e-mailed to the entire world. Everything from detonating a nuke in a town to giving water to a beggar or stealing a fork. Something of a standard device but then, if you lose karma for doing bad things when no one is looking... why bother trying to conceal your misdeeds? Obviously, if you go around selling people into slavery and just wantonly killing... that makes sense but it's a common enough game dynamic and not really anything but a niggle.

Fallout 3's problem is that it's never really that... engaging. Yes, it does somewhat tap into the mythos of the Fallout universe but only in the sense of atmosphere. The main quest is of minimal interest and difficulty and of course, once it's done - game over. That's not so surprising though - the level cap for the game is a whopping 20, attributes are capped at 10 and skills at 100 and with even minimal effort, you can max out the stats for your play style long before then.

Most quest rewards are pretty boring and really are only worth doing for the XP. There is the occasional fancy gun or special ability but these tend to be the exceptions. Not quite to the Morrowind level of "Thanks for saving the town... have a paperweight and a punch in the face." non-reward... but sometimes it can feel like it... and the fact that if you REALLY want to explore the game world, you have to just march around and occasionally find camps and such like. There IS the fast travel option but that's only to locations you've visited... and a lot of places you'll have to bump into. It's not MMO grind... it's just a bit boring, wandering through the wastes. There aren't even a half-dozen major settlements... the game considers a "settlement" to be about 3 people. The nature of the wasteland means you're not going to be bumping into big cities... but Fallout 1 & 2 had far more in the way of meaningful settlements and here, they're just... kind of empty and not very interesting.

It's fun for a few hours but games costing what they do these days - not really worth the price of admission. Sure it's pretty and has body parts flying in all directions but we're at a stage where eye candy isn't something to get excited about and ditto flying body parts. It suffers from the flaws of The Elder Scrolls in terms of gameplay but it doesn't really counter with the rich environment and backstory. There are SOME fun quests and it does an excellent job of translating the Fallout world into a gritty first person experience but... wandering around broken cities and ruins is almost certain to make you think of Half Life 2 and Gears of War. It's just... not a lot of anything. It isn't bad, it just lacks anything with which to wow all but the most casual of casual gamers. About all that can be said is that VATS is something of a salve for the very awkward mishmash that TES games call combat.

Monday, December 03, 2007

The most likely thing to strike you when the first cut scene goes into actual gameplay on Crysis is that it's very pretty. That's of course assuming your graphics card doesn't have a fit at the amount of stuff it has to render and summarily explode. If you're fortunate enough to have a machine able to render the game closer to its upper settings though, you will often be impressed by the game world. The flora and fauna, buildings, vehicles, allies and enemy combatants are all things of beauty... until they're rendered asunder by your murder and wanton mayhem.

Not only are they lovingly detailed but they are also far more interactive. Enemy combatants can be grabbed, tossed or killed silently, (some) trees can be mown down and (some) buildings can be smashed apart. It's rather rewarding to toss a grenade and have a house collapse or use a machine gun and bring down a line of palm trees. Naturally, Half Life 2 had the physics first and the pretty graphics first but Crysis has raised the bar on both. The environment isn't quite as destructible as it might be... but then, this game is already beyond the reach of most without rather new graphics cards... so, presumably the ability to mass murder was paramount over EVERYTHING being reducible to rubble.

Not that Crysis forces you to run around like Rambo, single handedly taking down the entire Korean People's Army or alien hordes by yourself. Stealth and avoidance are perfectly valid tactics here - mostly thanks to the nanotech suit you have. It's rather strange to start a game with essentially the full gamut of abilities but Crysis lets you use all the suit's functions almost from the word go.

The four modes it offers being:

Super speed - running and shooting faster.
Super strength - increased melee damage, jumping higher and tossing stuff further.
Super durability - considerably increasing your ability to take damage.
Cloak - rendering you invisible to enemies.

It also fills up your health over time and offers night vision... Naturally, all these abilities use energy when active. Cloak is easily the most useful, allowing you to take out one or two enemies and then hide and then rinse and repeat until all enemies are dispatched... or simply avoid enemies altogether. Strength is useful for getting onto rooftops and navigating to otherwise inaccessible areas - and punch enemies to dead... speed seems of limited use, given that it can be expended so quickly. Durability is pretty much the "vanilla" flavour here and makes you akin to some kind of... Master Chief.

The suit isn't the only interesting angle to the gameplay. Weapons are all customisable - to various degrees, with different modules you can stick on them. Different types of scopes, flash lights, laser pointers, grenade launchers... nothing that will make them a great deal more efficient but it's a nice touch... even though sticking a sniper scope on a shotgun may be about as useful as putting a rocket engine on a carrier pigeon.

So, you have your super suit and your sniper scoped shotgun and you're ready to murder Korean soldiers like it's going out of fashion... and this game let's you do it in style. Thankfully the KPA has hundreds of them just waiting to meet any number of ends at your hands. Initially, you're just skirmishing. Running around the pretty island, trying to find some wayward hostages... but of course, the course of true gaming seldom runs smooth and you'll soon find yourself in full on hostilities with the KPA, performing tactical missions and such. This is really where the game excels and easily pushes for a place in your FPS affections.

The maps are large and the paths of attack varied. You can creep through the jungle, all sneaky and sly - not killing anyone at all. Or just hop in a vehicle, drive along the roads, mow down the soldiers and smash buildings. Not that that approach is necessarily the best one... there can't be any doubt that your supersuit affords you many advantages over the hapless KPA troops but on Hard difficulty, you can't just wade in and expect to win against a dozen troops - or even a half dozen.

The AI isn't quite as impressive as that in F.E.A.R. though and it's not that uncommon to see it sometimes see it looking in the wrong way when you shoot someone or cloak, although - frequently they'll continue to fire at your last position or creep around on the alert. Fairly competent, certainly and given the large scales of the map, quite effective although it might have been nice to see troops running away but all in all, solid AI.

As implied - there are aliens... that's obvious pretty much from the start but they don't really debut until two thirds of the way through. It's at this point the game goes all Xen on us. What made the game fun was running around large maps, shooting other humans - as sociopathic as that might sound... but after a headache inducing float through an alien city (they clearly forgot to pay their gravity bills) the Koreans are gone and here come the aliens.

The aliens look copyright infringingly close to the "squiddies" from The Matrix. Except they're turquoise instead of red... oh and they fire flechettes instead of using lasers... but otherwise very similar. The aliens like it nice and cold, so the island is turned to ice for this segment of the game... as you might imagine, it's fairly standard - aliens are attacking, get the hell out of dodge. The excitement of the initial part of the game is more or less totally killed - you run from point A to point B. Most of the time, there is little point in doing anything other than running away - being big and metal, the robots take considerably more ammo to go down and their aim is pretty piss poor... so there isn't exactly a reason to hang around unless it's required as an objective.

The game ends with a bit of running around an aircraft carrier and then TWO boss fights... all of which feels totally at odds with the initial segments of the game. While that felt somewhat challenging, the aliens just felt like a tedious objective to slog through and quite at odds with the fun of the tropical island. It's not QUITE the jumping puzzles of Xen or the animal infested final level of Deus Ex but it really robs the game of any greatness.

That isn't to say the game isn't enjoyable - when it excels, it's excelling on several levels but then it feels as if the story of aliens became MORE important than the enjoyability of the game... shooting Matrix style robots is not fun and flying a VTOL that handles like a cow against them is a lesson in tedium. It really feels as if the guy in charge of the level design got up to entering the alien city and then went out on a break and by the time he got back, everyone else had rushed out the last bunch of levels.

It's not the first game that flags after initially impressive levels and it surely won't be the last but with Crysis, it feels as if it actually missed out on the opportunity to be a seminal single player campaign by resorting to the old "Oh, aliens!" shtick and really... boss battles aren't what games like Crysis should be about. Still, despite that the impressive visuals, physics and gameplay in the first segment of this game still shine through and it's easy to find yourself regaling people about your escapades. Anyone with a penchant for supersoldiers or FPSs should play it... just be ready for the little bit of alien heart break.

Monday, February 26, 2007

Who likes bandwagons more than politicians and the media? Oh, content creators!

Hollywood and the gaming industry are the people who do it to death. With the papers and politicians, they'll drop them after a few days but because of the time involved in making a film or game, it often seems we glut on something... one might argue that the fad for RTS and FPS games that started the better part of fifteen years ago never really ended - to the detriment of other genres.

The problem is that games aren't cheap any more - apparently the next-gen (isn't that term meaningless now?) consoles aren't even going to turn a profit until 2008... all the more reason to make games for the PC, fools -and the days of Billy Nomates in his room making a game that might be commercially viable have passed.

It's rather sad that the variety of games has lessened... while the QUALITY of games has increased dramatically - beyond simply the graphics, production values have improved substantially - it seems as if the games themselves are less original. God games are seemingly a thing of the past - oh, sure you could play the rubbish that Peter Molyneux puts out but really, how much should you be willing to trust someone who left Bullfrog because EA bought it (ostensibly for the purpose of disbanding it), only to go on have his own study sell its soul to them...

As time passes and computer and video games become an increasingly prevalent form of entertainment, it seems somewhat perverse that the diversity of games produced is so much less than it used to be. While there are SOME games that aren't in the FPS/RTS mold - or the large number of generic sport/fighting/racing game of the year that EA knock out - it seems abundantly clear that we need more companies willing to take risks... or we're all going to have to learn how to shoot better.